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Donington Park 2.02

Donington Park GP and National Circuits, painstakingly built from scratch

  1. Brun
    Donington Park GP & National Circuits for Assetto Corsa by Brun

    **Updated to 2018 Spec - latest download for the old version is 1.15 which can be found here**

    Donington2018_Splash.jpg

    I've definitely not spent 2 1/2 years on this for the money, but if anyone thinks my efforts are worth a beer they can show their appreciation with using the button below. Many thanks to anyone who's done so already.

    [​IMG]

    version 2.02

    More model and texture updates and tweaks
    Re-recorded AI lines for both layouts. Should be quicker than before, particularly on GP layout.


    version 2.01

    Fixed missing LODs on grass


    version 2.00

    Updated to represent Donington in 2018
    Instals as a separate track so can be used without removing the 'vintage' version
    Too many aesthetic improvements to list
    Made penatlies more consistent with Kunos tracks. No penalties for running onto grass, but added specific 'no-cut' areas at the chicane and apexes of certain corners
    KN5s are now more discrete so loading of the crowd can be disabled if desired


    version 1.15

    Fixed LOD issues with fences and other objects
    Tweaked some shaders to reduce shimmering on some trackside objects
    New background environment outside track, including proper models for airport tower and power station
    Above should hopefully mean no more weird looking backgrounds with certain weather/lighting conditions
    Included much improved AI file for GP layout, many thanks to Stepy over on the Kunos forums
    Recorded new AI file for National circuit which probably isn't as good as the above


    version 1.14

    Completely new textures and shaders for grass and sand
    Improved track, kerb and surrounding textures
    Increased 3D grass density
    Fixed overexposure problem, fingers crossed
    Fixed lenient penalty situation at National Circuit Esses
    Added *no balloons*
    Added other stuff instead

    No physics changes, driving should be as 1.13

    version 1.13

    Toned down bumps based on feedback from 1.12


    version 1.12

    Added bumps to physics track meshes.

    Graphics improvements and optimisations.

    Included start cameras, extra track cameras and sections files thanks to Albert McSaltens and Black Wagtail (via RaceDepartment)


    version 1.11

    Completely retextured track. Hopefully looks better, and should have also lowered VRAM use (as well as download and install size).
    Improved some track-side textures


    version 1.10

    Consolidated GP and National circuits into one track.
    Corrected surfaces for runoff areas so penalties are applied correctly.
    Corrected vertex normal maps for improved shading of mid-ground and horizon.
    reorientated pit boxes to be parallel to pitlane again. AI seems to cope ok despite cars being very close together.
    Did a spot of gardening.


    version 1.09

    Finally(!) fixed the collision bugs that had been plaguing this track. Despite spending hours (like a whole weekend, and then some) remodelling the physics meshes it turned out to be a simple bug with conflicting names in the surfaces.ini.


    version 1.08

    Extensive remodelling of physics meshes, where are now completely independent of graphics models. I'm almost 100% confident that there are no holes, intersecting geometry, overlapping polygons or any other artefacts.
    Made all crowds 'KSLAYER5' which means they won't be rendered if world detail is less than maximum.
    Fixed shimmering windows of the building at Goddards, which was very evident at the start of replays.
    Added reflection to glass surfaces and transparency where necessary.
    Made sure shadows were disabled for all surfaces which didn't require them.


    version 1.07

    Too many graphical improvements to list
    Lots of optimisations. Despite the increase in quality performance should be at least equal to, if not better than previous versions.
    Much more detailed modelling of the runoffs and apexes at Redgate, Old Hairpin, McLeans and Coppice. Extra care needs to be taken to not exceed the kerbs or there is a risk of damage.
    Modified the AI line so they don't use the pit exit to get a better line for Redgate.
    Probably other stuff I've forgotten about.

    Absolutely huge thanks to Zytok from the Race Department forums for providing fantastic reference for the kerbs and other details around the track. Many of the enhancements in this version wouldn't have been possible without the photos very kindly shared.


    version 1.06

    Fixed glitch between track and kerb exiting Goddards
    Checked entire track for similar problems and fixed where necessary


    version 1.05

    Fixed problem near pit exit which caused collisions for cars with very low ground clearance
    Tweaked shaders for less contrast between ambient and direct light
    Added much more track-side detail



    version 1.04

    Changelog

    Increased pit places to 24 which should allow a full grid in multiplayer*
    Textured remaining buildings
    Made cones and corner markers physics objects
    Optimised resolution and bit depth of textures where appropriate
    Improved models for all tyre barriers
    Added trackside objects, vehicles and marshals etc.
    Added LOD settings for performance improvements

Recent Reviews

  1. Jim1986
    Jim1986
    5/5,
    Version: 2.02
    Awesome!
  2. pao
    pao
    5/5,
    Version: 2.02
    Muchos Gracias up =)
  3. Knut Mattheisen
    Knut Mattheisen
    5/5,
    Version: 2.02
    incredible nice....
  4. fmpphoto
    fmpphoto
    5/5,
    Version: 2.02
    Fantastic work... Thank you for the updates
  5. TimReynolds
    TimReynolds
    5/5,
    Version: 2.02
    Just Brilliant! Amazing work :)
  6. S. L. Brown
    S. L. Brown
    5/5,
    Version: 2.02
    Excellent job of this track, Donnington. Thank you.
  7. XRRoy
    XRRoy
    5/5,
    Version: 2.02
    Five years of passion, keep it going!! :D
  8. Hoksu
    Hoksu
    5/5,
    Version: 2.02
    Great update. One of the very best track mods in AC became even better. Thank you for making this fantastic mod
  9. Neil McMath
    Neil McMath
    5/5,
    Version: 2.02
    WOW...... It's the new standard to which i shall judge other tracks.

    What a fantastic job. Coffee / Beer - incoming for you :)
  10. Megaspy
    Megaspy
    5/5,
    Version: 2.02
    Thank you so much ! I played this track with TOCA 2 back in the day, it's so good to come back to it after all this time !
  11. ganso2014
    ganso2014
    5/5,
    Version: 2.02
    wow amazing.!!!! top 10
  12. magictap
    magictap
    5/5,
    Version: 2.02
    love it
  13. transwarphub
    transwarphub
    5/5,
    Version: 2.02
    If I didn't know any better I would think that it was a Kunos track. Looks great, well optimized, a nice circuit to drive to begin with and you got yourself a winner. Thanks.
  14. promise2die4
    promise2die4
    3/5,
    Version: 2.02
    What happend with the track limits??
  15. Jordan Dion
    Jordan Dion
    5/5,
    Version: 2.02
    What an amazing work!
    Thank you very much for this new update.
    So many details.
    Better than many Kunos official track ;)
  16. Atticvs
    Atticvs
    5/5,
    Version: 2.02
    Thank you SO much for v2.02 - especially for the additional FPS optimisation, besides the stunning accuracy and visuals. I'm on a low-end PC and v1.15 used to fall below 30 FPS on the backstraight and in the chicane, but this one bottoms out at just 34 FPS. GP layout used to be unplayable for me at 24-25 FPS, now it's 29 FPS minimum. Thanks again.
  17. DEIC
    DEIC
    5/5,
    Version: 2.02
    Amazing work, please also bring this track to rf2 :)!
  18. NerdWithaBow
    NerdWithaBow
    5/5,
    Version: 2.02
    10/10 beautiful
  19. A3DR
    A3DR
    5/5,
    Version: 2.02
    Perfect, amazing work!
  20. GigaS27
    GigaS27
    5/5,
    Version: 2.02
    Thank you!
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